|
What is Ryu saying when he throws fireballs with his V Trigger active?
|
# ? Mar 14, 2016 20:20 |
|
|
# ? May 9, 2024 01:32 |
|
bhsman posted:Beaten, but FWIW Necalli's standing MP is a really good confirm to use (and you see a lot of the better players using it) because you can link it into cr.MP and cancel into LP Dash to push an opponent into the corner, or cancel immediately into LK Stomp (which can be canceled into Super). When you're closer, st. MK is a good one as well. It's worth noting that s.MK starts up in 5 frames as opposed to s.MP's 6 frames, so it punishes things that s.MP wouldn't. That being said, the range on it is atrocious, and if you're fishing for hits s.MP is probably better. If you're fishing for counter hits, cr.MP starts in 5 frames as well and combos into itself on counter, which can then be cancelled into light slashes. All of his mediums other than cr.MK are +2 on block, so they're decent for frame-traps too.
|
# ? Mar 14, 2016 20:22 |
|
dhamster posted:What is Ryu saying when he throws fireballs with his V Trigger active? Raiko? Which upon investigation would be 'thunder drum' so I dunno.
|
# ? Mar 14, 2016 20:30 |
|
Gammatron 64 posted:Maaaan, Cammy's stand RH is so garbage. I can only ever use it as a crush counter when I block a DP. I wish she had her old roundhouse back. That, or cr.HP gave a crush counter. Getting a crush counter with st.hk from someone's jump-in and going into super is pretty satisfying for me. I've been trying to implement her back.mp->st.hk target combo more when I play with her. I saw you can go into EX hooligan throw from the target combo, but haven't been able to pull it off during a match yet.
|
# ? Mar 14, 2016 20:32 |
|
Yardbomb posted:Raiko? Which upon investigation would be 'thunder drum' so I dunno. It's raikou (雷光) which means lightning
|
# ? Mar 14, 2016 20:33 |
|
Ryu is calling on his favorite pokemon for strength
|
# ? Mar 14, 2016 20:40 |
|
teagone posted:Getting a crush counter with st.hk from someone's jump-in and going into super is pretty satisfying for me. I've been trying to implement her back.mp->st.hk target combo more when I play with her. I saw you can go into EX hooligan throw from the target combo, but haven't been able to pull it off during a match yet. You can do EX hooligan throw if you wanna style, but if you have 1 bar, it's probably better to do b.mp -> st.hk, ex hooligan dive kick, hk canon spike. If you have full meter, forget the hooligan and just do canon spike into super. I haven't done this much in matches tbh because b.mp has really short range and AFAIK you either need to link it after a lp or after a crossup lk. Typically her st.mp, st.hp xx whatever or cr.mp, cr.mp xx whatever are my go-tos for her. That said, I believe st.lp, b.mp is a frame trap if you suspect people are mashing jab in blockstun. I don't go for st.hk anti-air crush counters because frankly I'm kind of scared to do it. It's badass if done right but when I try to do that on reaction, I typically get a foot to the face.
|
# ? Mar 14, 2016 20:44 |
|
dhamster posted:People like to post long lists of bnb combos for characters, but as a complete beginner, how does one work on introducing that into gameplay? Lots of training mode? If so, which ones do people tend to work on first? To add to whats been said, start with combos that work midscreen as well as in the corner, and have good corner carry if possible. What character are you trying to learn?
|
# ? Mar 14, 2016 20:50 |
|
That'd be Ryu (Pronounced Rye-oo)
|
# ? Mar 14, 2016 20:54 |
|
Gammatron 64 posted:You can do EX hooligan throw if you wanna style, but if you have 1 bar, it's probably better to do b.mp -> st.hk, ex hooligan dive kick, hk canon spike. If you have full meter, forget the hooligan and just do canon spike into super. I'm all about sub-optimal combos that look fresh as hell haha. Target Combo, EX Hooligan, Dive Kick, DP does for sure is more optimal damage. I guess you're in better position for whatever setup after a EX hooligan throw though. I've mostly only been trying to land the target combo after a successful crossup, but so far I either brain fart and forget, or I just whiff it completely lmao. I personally find it easier to anti-air with Cammy's st.hk (and b.mp) because I'm too slow to react and do the SRK motion. One-button anti-air works for me!
|
# ? Mar 14, 2016 20:56 |
|
Hit a wall where everyone a played pressed better buttons than me. Guess its time to take a breather
|
# ? Mar 14, 2016 20:59 |
|
dhamster posted:That'd be Ryu (Pronounced Rye-oo) Learn how to do a wake up DP and use it at every given opportunity, you'll be on you way to bronze rank in no time
|
# ? Mar 14, 2016 20:59 |
|
dhamster posted:What is Ryu saying when he throws fireballs with his V Trigger active? Isn't he saying Raidou, as opposed to Hadou(ken)?
|
# ? Mar 14, 2016 21:07 |
|
wave motion everyday
|
# ? Mar 14, 2016 21:09 |
|
teagone posted:I'm all about sub-optimal combos that look fresh as hell haha. Target Combo, EX Hooligan, Dive Kick, DP does for sure is more optimal damage. I guess you're in better position for whatever setup after a EX hooligan throw though. I've mostly only been trying to land the target combo after a successful crossup, but so far I either brain fart and forget, or I just whiff it completely lmao. Someone told me to not use b.mp so much and DP instead, but now I'm getting kicked in the face and eating big damage from random rear end Kens so maybe I should go back to using single button anti-airs. b.mp doesn't seem to trade often either. I feel like you kinda have to predict with s.hk though as it has a bit of a startup. You need to do LK DP when they're up close (or crossing up) and HK when they're far, too. Doing DPs with a 6321 beats crossups if you know they're going to do it. Anti-airs have always been a big weakness of mine so I typically struggle against players who jump a lot because I often let them get away with it.
|
# ? Mar 14, 2016 21:14 |
|
Gammatron 64 posted:Someone told me to not use b.mp so much and DP instead, but now I'm getting kicked in the face and eating big damage from random rear end Kens so maybe I should go back to using single button anti-airs. You should just practice reacting with DP. You might take some losses in the short run but in the long run you'll be thankful.
|
# ? Mar 14, 2016 21:15 |
|
Arzachel posted:I'm going off wrong information then and will have to lab that myself. Basically: Forward throw = f.hp (link into lk) Command grab = lp elbow (link into lp) Back throw = dash, grab By this time you can already tell if they didn't quick rise, and if they didn't then immediately dash and throw out a standing mp, which (I think) is meaty enough to link into even cr.hp. The back throw is probably the weakest, meaty-wise, but actually it's the best Oki-wise. The elbow follow-ups have similar setups as well but I don't actually remember them off the top of my head. I think maybe they are the same as forward throw, but I'm phone posting and can't check, also I don't really play Laura.
|
# ? Mar 14, 2016 21:18 |
|
dhamster posted:People like to post long lists of bnb combos for characters, but as a complete beginner, how does one work on introducing that into gameplay? Lots of training mode? If so, which ones do people tend to work on first? As people have said, pick one good hit confirm combo that leaves you safe if you see that they blocked, and one punish combo that you can use to punish unsafe moves. I'm also kind of half-heartedly learning Ryu, and I've been using s.MP, s.MP xx qcb+MK for his hit confirm, because s.MP is safe on block and if you see that they blocked the first two s.MP, don't cancel into tatsu. If it hits, medium tatsu carries far into the corner. It does a bit less damage than heavy tatsu, but heavy tatsu crosses over them after hitting. For a punish combo, cr.HP xx HP DP is nice and simple, and you can cancel the dp into super if you have it and want the damage. Obviously there are more damaging options, like s.MP on hit can combo into cr.HP and you can go from there, but cr.HP is really unsafe on block and you have to be pretty close to hit. These are things you can work on over time after you get the basic stuff down. It might be important to know that s.MP, s.MP isn't a true blockstring, meaning they can use an invincible reversal and hit you out of it, but I haven't had problems with it yet.
|
# ? Mar 14, 2016 21:23 |
|
Gammatron 64 posted:Someone told me to not use b.mp so much and DP instead, but now I'm getting kicked in the face and eating big damage from random rear end Kens so maybe I should go back to using single button anti-airs. b.mp doesn't seem to trade often either. I feel like you kinda have to predict with s.hk though as it has a bit of a startup. You need to do LK DP when they're up close (or crossing up) and HK when they're far, too. Doing DPs with a 6321 beats crossups if you know they're going to do it. play st ryu and only aa with DPs you will hate yourself and your lovely hands until it starts to work and in every other game its EZ (shut up interro i know i still can't do it shut up SHUT UP)
|
# ? Mar 14, 2016 21:45 |
|
Hobojim posted:It's worth noting that s.MK starts up in 5 frames as opposed to s.MP's 6 frames, so it punishes things that s.MP wouldn't. That being said, the range on it is atrocious, and if you're fishing for hits s.MP is probably better. If you're fishing for counter hits, cr.MP starts in 5 frames as well and combos into itself on counter, which can then be cancelled into light slashes. All of his mediums other than cr.MK are +2 on block, so they're decent for frame-traps too. Maybe this has changed lately, but I've seen guys like BJ Unchained and Alucard use st.MK as a pressure tool on wakeup, so that seems to lend credence to your point.
|
# ? Mar 14, 2016 21:54 |
|
Foodahn posted:Basically: Elbow followups: You're at +2. Backthrow on 5 frame startup will beat anything apart from a Jump, a backdash or a tech and is safe. If you're really fast you can even anti-air a neutral jump. Cr. MP is 5 frame startup and will beat anything apart from them blocking since it frametraps 3 frame jabs. It leads back to LP elbow for more fun. LP does the same but is just worse. HP Command throw will lose to jumping and lose to three frame jabs, but hit significantly harder than either throw or Cr. MP. There's not much else worth mentioning. Go for backthrow until they start teching. Then go for Cr. MP until they start blocking. Then command throw them.
|
# ? Mar 14, 2016 22:02 |
|
Is a PlayStation Vita a tournament legal controller for SFV
|
# ? Mar 14, 2016 22:20 |
|
In Training posted:Is a PlayStation Vita a tournament legal controller for SFV No, but it's a good idea to have one so you can kill 15 minutes while the game loads.
|
# ? Mar 14, 2016 22:37 |
|
While we're pandering to newcomer scrubs such as myself, can someone please explain what +x and -x mean, and wtf "legs" is (Chun's thousand leg kick?)
|
# ? Mar 14, 2016 22:54 |
|
+ and - refer to frame advantage as in if something gives you more stuff to do after it happens or if it makes you punishable after it happens and yes legs is the thousand leg kick
|
# ? Mar 14, 2016 22:55 |
|
boxcarhobo posted:play st ryu and only aa with DPs actually my recommended method is to train in doing DPs in SF1
|
# ? Mar 14, 2016 22:56 |
|
interrodactyl posted:actually my recommended method is to train in doing DPs in SF1 Try again, kiddo
|
# ? Mar 14, 2016 22:57 |
|
It's the difference between your active frames and the opponents frames in the block status. If something is + it means it's "safe" ie even if they block the attack you have the ability to attack again without them interrupting in that + window. Conversely - frames means you are vulnerable to a counter attack if they block it. There's more to it at the finer scale when you consider which of your attacks have longer or shorter start up frames that determines which moves are able to counter if you block a - attack and so forth, but that's the gist of it.
|
# ? Mar 14, 2016 22:58 |
|
enojy posted:While we're pandering to newcomer scrubs such as myself, can someone please explain what +x and -x mean, and wtf "legs" is (Chun's thousand leg kick?) I did a video about how to read frame data that you might find helpful https://www.youtube.com/watch?v=pmVzilCDMiE
|
# ? Mar 14, 2016 23:06 |
|
I think its good to learn to do things on your own
|
# ? Mar 14, 2016 23:10 |
|
dangerdoom volvo posted:I think its good to learn to do things on your own Cool.
|
# ? Mar 14, 2016 23:19 |
|
dangerdoom volvo posted:I think its good to learn to do things on your own i mean that's why you learn how to read framedata
|
# ? Mar 14, 2016 23:19 |
|
Dias posted:i mean that's why you learn how to read framedata i dont think he was arguing with anyone o_O
|
# ? Mar 14, 2016 23:31 |
|
Zand posted:i dont think he was arguing with anyone o_O In a rarity for this thread, I don't think anyone on this page is arguing with anyone. o_O indeed.
|
# ? Mar 14, 2016 23:33 |
|
My new thing is to say inoffensive and neutral things that everyone can agree with. but i failed even at that
|
# ? Mar 14, 2016 23:34 |
|
That sounds okay'sh
|
# ? Mar 14, 2016 23:35 |
|
Zand posted:i dont think he was arguing with anyone o_O im just adding to the random neutral post that made little to no sense even in context
|
# ? Mar 14, 2016 23:48 |
|
You can argue with me if you want. I think they should add El Fuerte
|
# ? Mar 15, 2016 00:13 |
|
In Brazil he's known as 'O Forch'
|
# ? Mar 15, 2016 00:27 |
|
|
# ? May 9, 2024 01:32 |
|
Ag Bengip posted:You can argue with me if you want. I think they should add El Fuerte Ag Bengip posted:In Brazil he's known as 'O Forch' O Forte and also no please leave now
|
# ? Mar 15, 2016 00:28 |